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[Guide] Frost Witch


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Frost Witch Guide

[Lore Link]

 


 

The Fjarriagua, otherwise known as Frost Witches, are cursed women of ice which hail from the realm of Skjoldier, a land shrouded in ice and frost. They possess illusive magics which allow them to disguise their appearance, as well as the abilities to manipulate ice and snow. These are cunning creatures, employing any means to keep their identities secret and to protect their covens, whilst also ensnaring unsuspecting men and luring them to their imminent doom. For when one is in the presence of a Frost Witch, seldom are they aware of her existence. 

 

Physical Description

Frost Witches have two forms which they may assume; their natural Banshee Form and their Disguised Form. Generally, they will have numerous traits which can be identifiable regardless of their assumed form. For one, their skin will still be cold to the touch, as if deceased, albeit not completely freezing. This often leads Witches to wearing gloves and long sleeves, exposing as little skin as possible as to avoid any suspicion. They also possess, upon their neck, a Witch’s Mark, which appears as a darker blotch of skin where they were initially cursed, able to be disguised as a birthmark or wound while in their Disguised Form, though not entirely removed.

 

When in their Disguised Form, they will appear as any descendant woman would, taking on natural skin tones, hair colors and styles, eye colors, and even take on the appearance of an entirely different descendant race! Of course, for the most part, their body structures will remain the same, and their cold skin and Witch’s Mark are carried throughout forms. These can often be a telltale sign in identifying a Witch, requiring them to often conceal it through clothing, as their illusion magic will never completely render it invisible. They may take on accents to aid in the creation of their false identity, though this is not inherent to the Witch’s magical ability.

 

When in their Banshee Form, however, Frost Witches will take on a far more distinguished appearance, becoming rather monstrous as they sport jagged teeth and icy blue or grey skin. Their general shape would appear as they did when they were once mortal, albeit as if frozen; hair becomes like that of snow, and their eyes often illuminate a miraculous and foreboding blue or grey glow, though for aesthetic purposes mostly. The strength of a Fjarriagua in this state would be as it was when they were first cursed, at the very most being the peak of their race or no more than an olympic athlete. Of course, there are exceptions to this, such as taking up a naturally weakening magic like that of the Arcane, which weakens the physical state of the Fjarriagua. A Witch will find her skin to harden as the curse takes hold of her body and the circulation of her blood begins to slow as her blood begins to become a sludge-like material and cause her respiratory patterns to become nearly nonexistent.

 

Guidelines and Tips

Spoiler

- Witch’s Mark and their cold skin will always be present, regardless of disguise.

- A Witch’s Banshee form strongly resembles her Descendant form and only causes her to take on a more monstrous appearance as detailed by her jagged teeth and twisted nails. 

- Frost Witch will always remain incredibly weak to fire and prolonged exposure to heat will cause major fatigue.

- Witches cannot intimately FTB and thus cannot bear any children.

- Witch Strength is no greater than their max racial strength/speed.

- Witches should often wear longer or thicker clothing in order to mask their cold skin, concealing as much skin as possible, while still appearing normal. Witches might also wish to wear collars or large necklaces to conceal their Witch’s Mark. 

- Witches will always bleed a cold, dark sludge and their skin may crack under sufficient damage, but due to this property they are awarded minor resistance to chipping attacks and slashes. Minor cuts and scrapes no deeper than 5 centimeters would only appear akin to that of descendants in terms of blood flow. Anything more severe would start to reveal cracks and a darker, slushie-like liquid.

 

 

Mental Description

Fjarriagua tend to be quite cunning, and in order to hunt for food, often develop various personalities and demeanors to add to the realism of their disguise. However, despite their perhaps extroverted or neutral mannerisms, Frost Witches suffer from a myriad of mental ailments, such as bipolar disorder, paranoia, depression, obsessive compulsive disorder, anxiety, and others, only alleviated of these when they feed or are within the presence of their Coven. 

 

When with their Coven and sisters, however, Witches will tend to be somewhat relieved of these terrible afflictions, having a sense of comfort and protection, particularly when in the presence of their beloved Mothers. The fellow members of their Coven are like that of sisters and family to them, seeking to protect them at the cost of their very lives! This often festers dependance, if not addiction, to the company of their fellow Witches, the Fjarriagua seeking consolation from the bitter eternity which they live.

 

Along with their mental ailments, Frost Witches tend to have self-exalting views, seeming themselves above mortals, them being no more than food or tools — livestock rather. While women may be seen in a higher regard, never would a Witch hold one at the same standard as one of their Sisters, as they are not even of the same race, not to be racist. While yes, at times, Witches may take up mortal allies if it is necessary for their cause, they are still no more than a tool in the Witch’s scheme, and once their task is completed, they may dispose of said allies. 

 

 Guidelines and Tips

Spoiler

- Witches are cunning, but not inhumanely intelligent. They have to think quickly to get out of tricky situations in order to protect their identity or Coven.

- Should a Witch go a prolonged period without feeding she will suffer from numerous mental illnesses which can only be alleviated after having just fed. Moreover, spending extensive time with ones Coven can aid in providing respite from these ailments. 

- Witches will never feel any romantic love or bear sexual interest towards any descendant. The love a Witch experiences with fellow Witches is like that of a family.

- Witches should be nearly dependent upon their Coven, able to fend for herself when need be, though would rather prefer to hunt with her sisters as opposed to alone, for example. As a result, a Witch would seldom betray their Coven unless there was really good reason to.

- Witches will always see themselves above descendants. Mortals are little more than food or tools to a Witch, and even in the case of allies, they will never be respected as a fellow Witch would.

- Witches should always have some goal or plan they are working towards, not interacting with descendants beyond consumption or torture unless there is something in particular which benefits them or their coven. 

 

 


Witch Feeding

In order to support their unnatural nature, Frost Witches must feed upon the flesh of descendant males rather regularly, granting them a brief reprieve from their suffering, as well as satisfaction and energy. Failure to feed twice every elven month will result in the Witch going ‘feral’, becoming much more like that of an animal; unable to access any of their abilities, including their disguised form. Until they feed, they will lash out on everything around them, becoming monstrous and rabid, unable to be reasoned with whatsoever. Further failure to consume male flesh will cause the Witch to die of starvation, unable to be revived through any means. 

 

Additionally, Fjarriagua may not feast upon the flesh of women nor the food of mortals, as feeding upon a female descendant will result in their body rejecting the food, the Witch becoming incredibly ill, vomiting and the inability to cast magic or fight effectively for the next elven day. In the case of mortal food, Frost Witches will taste only but ash and dust no matter how seasoned or extravagant the meal, that is unless particular charms are used to allow the Witch to taste it. Otherwise, it will offer no flavor or alleviate hunger.

 

Guidelines and Tips

Spoiler

- Fjarriagua must feed on male descendant flesh twice per OOC month. Should a Witch fail to adhere to these standards she will be forced into a rabid, feral state detailed above.

- Prolonged periods (two consecutive OOC months) without feasting on male flesh will cause the Witch to completely starve, though this process is long and painful, the end result will be the same: a PK that disallows the Witch from being resurrected by any means. 

 

 


The Witch Altar 

The Witch Altar is the greatest presence of Witch magic that Witches may make & manifest besides their own Coven. The Altar allows them to perform various rituals known as Sabbaths along with their fellow coven girls. These Altars have various tiers of progression that determine their power and abilities of utility that can be performed using them.

 

Creation

Altars may be created through a certain ritual performed by two Witches and a Mother, done by taking the freshly slain corpse of a human male & setting it where they seek to bloom the Altar. The Mother must then create a “Seed” from cursed ice, this being no greater than that of perhaps a corn seed, and embed it within the flesh of the male victim. This will then begin the development process, the Altar shortly after growing in size and as well in power.

 

Tier One

Spoiler

The seed has just been planted within the corpse, encasing it in a thin layer of ice. Over the course of two OOC weeks after its initial creation, it establishes icy roots within the ground below. The Altar cannot be moved and will break easily with only two or three hits, almost instantly with any form of fire — causing the Altar to fade. It may also be purged by a Tier Three and Tier Five Paladin, leaving it as a mere corpse encased in ice. During this stage, Witches can perform Tier One Sabbaths, Witches within a twenty meter radius of the Altar feel a sense of ease while mortals and non-Witches within it feel an unnerving chill.

- If the corpse is moved at all in this state, the growing roots will break and the Altar will be destroyed.

-The creation of a Cursed Altar leaves the participating witches drained out of their magic for a total of (7) OOC days. In this time period the participating witches are able of using their magic and the like, though they are too weak to create another Altar or conduct a Sabbath.

 

Tier Two

Spoiler

The descendant corpse would now be completely consumed as the roots are now rooted in the earth. While the Altar is still fragile to some capacity, it is far more difficult to move or break. At this stage, the environment will become even more frigid, the Altar draining the heat from the environment. Mortals would feel a nose-biting chill which can lead to very mild frostbite if they are inadequately equipped. 

- The Altar requires five harsh blunt hits in order to be destroyed.

- Non-Witches within a thirty meter radius of the Altar would feel a nose-biting chill.

 

 

 Tier Three

Spoiler

The Altar has now completely embedded itself within the earth & is far more difficult to break & move by any mortal means. The environment is far more frigid, now leading non-Witches to feel cold to the point of hypothermia if they are not dressed well for the environment.

- Descendants within a fifty meter radius would feel a painful, stinging chill, frostbite.

- The Altar requires ten harsh blunt hits in order to be destroyed.

 

 

Altar General Redlines

Spoiler

- Mortals wearing more than half an inch of cloth will be immune to the effects of the Altar’s          frostbiting chill at later tiers, though still face an uncomfortable cold.

- If a Witch Altar is destroyed, its effects in the area will fade.

- A Witch Altar must be made in a naturally cold or snowy environment.

 

 


Witch Abilities

Fjarriagua possess various abilities, both combative and non-combative, most of which can be performed only  while in their Banshee Form.

 

Frost Disguise [Non-Combative]

A Frost Witch may take the appearance of a descendant woman in order to lure prey.

 

Mechanics and Redlines

Spoiler

- The Frost Witch will take on the appearance of a descendant woman, capable of changing everything from their eye color to their skin tone. It takes two emotes to assume a mortal appearance and one emote to change back to their Banshee Form.

- Cannot take the appearance of an existing character.

- Size cannot be changed more than six inches in each direction.

 

 

Example Emote

Spoiler

Assuming Descendant Form

[1] A gentle shine of icy blue began to crawl up from Brunhylde’s heels, her skin becoming rich and brown as the ice seemed to climb upwards, her pale blue skin becoming like warm mortal flesh.

 

[2] Her skin had now become a gentle brown, her dark blue lips shifting to a crimson red as her eyes grew to become a deep brown as opposed to their bright blue illumination, the ice vanishing atop her head. She now appeared as a farfolk descendant woman.

 

Assuming Banshee Form

[1] The farfolk woman let out a soft exhale, her breath like that of fog as if the air had chilled about her, Brunhylde’s rich features melting away into a cold, icy form, her hair turning white as her skin became pale and grey, eyes sparkling a bright blue. 

 

 

Swoon [Non-Combative]

Witches may make themselves appear as dead to deter onlookers.

 

Mechanics and Redlines

Spoiler

- A Witch can cause themselves to fall unconscious over the course of two emotes, this effect lasting for up to five emotes. Her heartbeat will become undetectable, and paired with her cold skin, will make her seem dead.  When they awaken, they will have a mild headache and perhaps be dazed or groggy for some time.

- Witches cannot wake up of their own accord once they have swooned. They may be forcibly awoken by means such as violent shaking or being submerged in water.

- When swooned, Witches are unconscious, and cannot hear or experience the world around them.

- Swoon is the only ability which can be used in disguise form.

 

 

Example Emote

Spoiler

[1] Brunhylde gave a light groan, moving her hand to her temple as she’d stumble backwards.

[2] Brunhylde would fall backwards, eyes rolling into the back of her head as she fell against the ground, no sign of motion or breathing evident.

 

 

Frost Manipulation [Combative/Non-Combative]

The ability for a Frost Witch to control the ice and snow around her.

 

Mechanics and Redlines

Spoiler

- With increased mastery, a Fjarriagua may manipulate the ice and snow around her in an exceptional manner. Frost Manipulation has both combative and non-combative uses that can both be utilized in snowy and non-snowy regions. A frozen or snowy region is recognized by any cold biome such as Snowy Taigas, Ice Plains, or any region that has a 50x50 area of snow/ice blocks.

- When manipulated pre-existing snow and ice a connection must be made in the first emote, and the rest of the emotes can be used towards manipulating the ice/snow to the Witch’s whim. Should she need to conjure her own ice, the process is much more taxing and requires an extra emote to do so.

- When a Witch manipulates ice in a frozen region, minimal concentration is required and movement and the like is allowed as she casts. Should she be severely hurt such as stabbed or maimed in a significant manner, her concentration will falter but the ice will remain in the realm unless it is manually disposed of such as being melted or shattered.

- When a Witch manipulates ice in a non-frozen region, the Witch must heavily concentrate upon her casting and minimal movement beyond speed-walking would be allowed. Once the ice is fully conjured, the concentration may lessen but the ice will melt into the realm as any normal ice would. 

- Ice Spikes will gradually rise from the ground over the emote count and will not suddenly shoot out. Projectiles are limited in sharpness to an average blade and are easily combated by armor such as plate, but can easily pierce flesh. 

- For each additional Ice Projectile an additional emote is required for a maximum of three Ice Projectiles. 

- In a naturally frozen region, the Witch can easily maintain her connection meaning that once her connection is established, unless she is severely harmed, she no longer needs to connect again within that encounter. If she finds herself in a non-icy region, the Witch must always take a full emote to conjure the ice and then manipulate it, no matter what they conjured prior. 

- A Witch must always adhere to the emote count based on their region and spell, these spells will never be instantaneous unless used in a non-combative scenario. 

- If a Witch attempts to conjure/manipulate ice in a naturally dry/hot climate, it would prove to be much more difficult and even impossible for lower tier Witches. 

- A Witch may only conjure and manipulate ice when in her Banshee form and may not manipulate ice that was conjured through Voidal means. 

- No dual-casting is allowed and the Witch may only manipulate the ice in one way at a specific time. 

 

 

Frozen Spell Regions [Combat]

 

Ice Projectile- 

Spoiler

[1] The Witch would extend her digits outwards affront of her torso, a deep fog seeming to envelop her forearm as it’s chilling presence became more noticeable.

[2] Ice would start to grow from the deep fog exuding from her palm… The ice eerily floats & garners more mass with each second… Growing from the size of a toothpick to that of a nearly ten inch icicle, seeming to gently and with no issue float perfectly atop her palm. 

[3] The  Witch would flick her fingers as she leapt up into the air, her feet springing forth from the crunched snowy floor underneath herself as the ice projectiled pick whizzed towards the man in a very fast manner. Attempting to violently rush and make impact with his upper left torso near his heart. 

 

 

Ice spike- 

Spoiler

[1]  The Witch’s fingers would curl into a fist as she took an idle step back from her head-on foes. Her tight fists letting out an eerie fog as she opened her mouth to reveal her jagged, cursed maw in order to give off a semi warned hiss. 

[2] Ice seemed to stretch from her feet into a close two-foot proximity around her… Almost in an unnatural way would the outside rim of ice seem to grow crystalline glass-like ice spikes, only at this moment reaching up to her ankles as they surrounded the Witch,  jutting out on a diagonal slant nearly parallel to the Witch. 

[3] Ice collecting and condensing from the thick-fogged, brisk air to pack more structure onto the ice spikes that surround her.  She’d look at her foes with a twisted smile as the jutting spikes grew up to knee length, the spikes almost interlaced to make what seems to be a loose ice barrier from her and the foes,  like  latticed ice defence. 

[4] The Witch would raise her hands. Fingers twitching and contorting when she undoes her balled fists. The ice packing onto the defensive spikes to make them waist height, the jagged and unnatural formations would act similar to a barbed fence, growing fully in size to protect the Witch from the foes that face her. 

 

 

Ice Dome- 

Spoiler

[1] The Witch would take a singular step forth, her gaze falling to the snow before her as she inhaled deeply and the region around the witch became noticeably colder.

[2] Snow rushed from all sides around the Witch in a circular shape around her as her concentration fixated itself upon her surroundings. 

[3] Gradually, the particles of snow fixated themselves in place and condensed themselves into an icy, frigid structure around the Witch. The dome began from the snowy ground beneath her and slowly built itself upwards in a half-dome around the woman.

[4] Soon after, the dome truly began to take shape as the ice closed in upon itself atop the Witch and joined together. The ice dome would stand structurally sound around the protected witches, not being transparent however being translucent and allowing light through the barrier. 

 

 

Ice Weapon- 

Spoiler

[1] A hand would extend outwards in front of the Witch, a palm opening up as if she was expecting to catch something within it. 

[2] From thin air a weapon made of dark and dense ice would appear, what resembles a longsword though more jagged and roughly shaped from ice. It would like second nature comfortably fall into her open palm, the Witch ready to wield the weapon that stretched up to 1.5 meters  to her whim as her fingers tightened around it. 

 

 

Ensnare- 

Spoiler

[1]  As the brute took a step onto the iced over pond, the witch would let out a sinister laugh… Her eyes glow slightly as she runs her tongue against her teeth. 

[2] The Witch flicked her fingers in an upwards motion as ice quickly encompassed his feet all the way up the way to his shins. A thick mound seemed to encapsulate his feet as his movement quickly turned to a halt. 

 

 

Non-Frozen Region Spells [Combat]

 

Ice Projectile- 

Spoiler

[1] The Witch took a defensive step backwards as she inhaled deeply in preparation, her eyes giving off a deep azure glow as she coalesced her focus on the space in front of her.

[2] Within the previously empty space of air, water vapor began to condense into thin wispy structures of ice lattice above the woman’s fingertips. 

[3] The thin structure began to strengthen its bonds and push outwards as the girth of the object widened considerably over the next several moments and elongated to a length of six full inches. 

[4] The woman reeled her hand backwards before surging it forth and with that the projectile was sent forth towards a tree opposite from her with the speed of an arrow and promptly lodging itself within the bark. 

 

 

Ice Weapon-

Spoiler

[1] The Witch halted her approach as she then stretched both of her hand outwards, her brows beginning to quiver in complete concentration. 

[2] The region around the witch began to noticeably fall in temperature as thin wispy semblances of ice began to appear from thin air. These wisps latched upon one another and conjured forth a larger and larger chunk of ice in the next several moments.

[3] The ice shifted and creaked with each movement, the frigid substance being melded within the woman’s hands as a crude weapon-like shape began to take form.

[4] The rough shape of a blade, that only possessed the density akin to iron, took form in the woman’s shaky grasp, the woman yielding it defensively against her approaching foe.

 

 

Frost Layer- 

Spoiler

[1] The Witch came to a quick stop within the middle of the deserted forest. She brought her hands upwards to the sky as her ears began to twitch apprehensively. 

[2] She slowly lowered her palms to her sides, albeit stretched diagonally towards the floor beneath her as the region around her began to considerably become colder. From her outstretched palms, a thin wispy stream of snow began to flow from the source of the Witch.

[3] The snow steadily streamed outwards and began to encapsulate the dirt around the Witch. The bare ground which only possessed barren earthy material began to be coated in a thin layer of frost.

[4] Within the span of a few moments, in a close region around the Witch the floor was completely coated in snowy material. 

 

 

Ensnare- 

Spoiler

[1] The woman exhaled shakily as the region around her was covered in snow, her gaze then fixating upon the approaching bandit as he stepped upon the snow, wisps of snow beginning to coalesce around his feet. 

[2] Within seconds, this snow condensed further as he continued his approach until it solidified into ice. The approach was slowly stalled until the man came to a complete halt, grounded to the snowy ground beneath him. 

 

 

Frost Cursing [Combative]

A means in which a Witch can impose hexes upon her foes through embedding a chunk of ice within the descendant’s flesh to force certain conditions upon the victim.

 

Mechanics and Redlines

Spoiler

- The Witch must embed a chunk of ice into the descendant’s flesh which will cause a specialized shape upon the skin to take hold. This shape is based on each of the curses and will take on the appearance of a tattoo with a frostbitten impression.

- The potency of the curses will fade over the course of three days, being the strongest on the beginning of the first day and completely dissipating at the end of the third day. 

- The chunk of ice can also be forcibly carved out from the skin or the curse can be purged by a holy mage of a caliber of at least tier three. 

Curse of Shuddering - This curse causes the victim to constantly tremble and shiver as if they were severely hypothermic. This would cause certain daily tasks to be supremely difficult such as speaking and interacting with others or even eating. The symbol of this curse is a thin swirl around the ice chunk.

Curse of Tenderness - This curse forces the area around the cursed flesh to be immensely sensitive and for the victim to be in a constant state of ‘pins and needles’.  The removal of this curse is known to be the most difficult to remove due to the severe pain caused by interacting with this region of skin while the curse is active. The symbol of this curse is a jagged snowflake. 

Curse of Gelid Breath - This curse will affect the respiratory system of the individual and will cause their breaths to be noticeably cold and even giving off a gentle mist with each breath. This can cause sensitivity in their teeth and makes breathing exponentially more difficult with prominent pain in their lungs though does not escalate to any fatal measure. The symbol of this curse is a face blowing a cloud of wind. 

Curse of Rabidity - This curse will overpower all other temptations or hungers and the victim will fiend after any piece of meat or flesh, often being raw meat. Should they consume any of the meat, they will increasingly become more ravenous though its effects will still gradually fade over the course of a few days. The symbol of this curse is a drop of ‘blood’ in the frostbitten skin.

Curse of Ice-Grip - This curse will cause the individual to have a compromised grip as if their joints were frozen. This would make their grip considerably weaker and make it more difficult to maintain their grasp on certain objects such as wielding a sword. The symbol of this curse is a hand at the base of the ice chunk. 

Curse of Bleak Sight - This curse will cause the individual’s perception of color to fade and sap most color from their vision as their surroundings become much more bleak. All would become grey and faded though not affect the individuals ability to perceive depth and shape to any extent. The symbol of this curse is an eye. 

- All of the Frost Curses require line of sight and constant contact throughout the entire process or the curse will fail to take hold. 

- The curse will remain for up to three OOC days or until other measures are taken to remove the curse early. 

- An individual may only be cursed with a singular curse at any given time - should a Witch attempt to place another curse on an individual unknowing that one has already been placed upon them their spell will automatically fail and it will be noted that they are already cursed.

 

 

Example Emote

Spoiler

Cursing Example (Curse of Shuddering)

[1] The wicked woman approached the kneeling, bound man before her. A grin etched into her features as she inhaled deeply, the spindly fingers of the Witch stretched outwards and dug themselves into the bare flesh upon the man’s chest.

[2] An intense cold-feeling sensation emanated from the woman’s touch as a searing pain shot throughout his body. The pain would be sharp and frigid as an ethereal glow emanated from the woman’s enclosed hands that were pressed tightly against his chest. 

[3] Several moments later, the woman exhaled a shaky breath and removed her hands from the man’s chest and revealed a large chunk of embedded ice within his flesh. The symbol of a swirl remained to be apparent around the piece of ice. 

 

Curse of Shuddering Example

[!] The man approached the clinic doors, flinging open the entrance and barging within. The man reached up to his mouth with trembling fingers and a string of nearly unintelligible words escaped his mouth, though it was apparent that he was asking for assistance. 

 

 

Conjure Hoarfrost [Combative/Non-Combative]

A witch may conjure Hoarfrost, a type of frost originating directly from the realm of Skoldjier, for directly combative purposes or to coat one's weapon for future encounters. 

 

Mechanics and Redlines

Spoiler

- The process of coating one's blade with Hoarfrost takes a total of two emotes which can be performed both in combat or out of combat. Hoarfrost is an enhanced form of frost and should it come into contact with skin it will have major negative effects such as frostbite and severely damaged flesh. 

- These effects only take place should the Hoarfrost find itself making contact with bare skin and not through any fabrics or clothing, which will dull its effects. 

- A Witch may also choose to utilize the Hoarfrost as a projectile by expelling this hoarfrost from the blade as a projectile towards her foe. This Hoarfrost will travel no faster than an arrow and will not travel beyond ten blocks and will have the same force if the Witch had physically attacked the target. Once expelled from the blade, the Witch will need to coat the blade once more to receive the benefits of Hoarfrost exposure.

- The process of coating the weapon with Hoarfrost takes a total of two emotes and must be re-done should the Witch have expelled the Hoarfrost as a projectile instead of utilizing the blade. An additional emote is required to expel the Hoarfrost from the blade as a projectile. 

- The projectile will follow the shape of the weapon and will not travel any faster than an arrow, meaning with sufficient agility it can be dodged and the force of the attack will mimic the Witch’s own physical force. 

- The effects of Hoarfrost only take place on exposed skin, and will only form a thin layer of frost on any other material such as metal or fabric and nullify the effects. 

- A Witch remains to be immune to the effects of Hoarfrost.

 

 

Example Emote

Spoiler

[1] The Banshee gripped her scythe tightly, her eyes clenching shut as her eyebrows knit together in absolute focus. A wispy, thin glow began to emulate from the base of her grip upon the blade as a thin layer of frost began to overwhelm the scythe. 

[2] The thin layer of frost would continue to branch out across the blade until covering the entire surface area and the frost soon gave off a deep blue glow. The Hoarfrost consumed the entire weapon in a matter of seconds.

[3] The woman reeled back the weapon against the approaching foe, and slashed it forth. The surface level of Hoarfrost was expelled from the scythe and was sent in the direction of the assailant in the loose shape of the scythe in an attempt to slash across the bare skin upon his arm. 

 

 

Frost Coagulation [Combative/Non-Combative]

A Witch may find herself in a less than savory situation in which she may channel the use of Hoarfrost to temporarily seal her sounds and allow herself to receive treatment at a later time.

 

Mechanics and Redlines

Spoiler

- The process of Frost Coagulation can be done both in and out of combat but requires three emotes when in combat and only two emotes when out of combat. 

- This spell is only used as a temporary fix to stall the effects of a wound, allowing the Witch to seal and pack minor to moderate wounds. This allows the bleeding to stop and to alleviate some effects from cuts and minor gashes though still causes considerable pain. 

- This fix is only temporary and the Hoarfrost used to pack the wound will naturally melt away after five emotes or thirty OOC minutes, whichever comes first. 

- This spell can only be used for minor to moderate injuries and cannot aid a Witch who is severely maimed or hurt. Wounds greater than two inches long or deeper than one inch cannot be coagulated.

- Excessive moment or forcible removal of the Hoarfrost will cause the Hoarfrost to flake away and the wound to be opened once more, permitting for any further healing measures. 

- Frost Coagulation can only be used on a Frost Witch, attempting to seal the wounds of a descendant with Hoarfrost will cause extreme frostbite. 

 

 

Example Emote

Spoiler

Out Of Combat Example

[1] The Witch exhaled shakily as she focused upon the series of small scratches on her lower thigh. Her gaze emanated a soft, blue color as her shoulders began to sink, her concentration pouring into her wounds.

[2] The woman hovered her hands above the scratches and furrowed her brows, and soon a stream of brightly colored snow, known as Hoarfrost, began to sprinkle across the wound and pack itself within the crevices and pre-maturely halt the bleeding. 

 

 

Frost Touch [Combative]

By channelling the spell over the course of three emotes, a Witch can sap heat from an individual with direct physical contact, granting them a brief bout of energy as the victim’s body temperature lowers gradually over the course of this spell, as well as the resolve of their spirit.

 

Mechanics and Redlines

Spoiler

- To initially channel the magic takes three emotes; ( One connection emote, then two with physical contact) , then adding on the modifier number of emotes depending on how much the Witch wishes to drain.

- The symptoms grow progressively worse the more the Witch drains from them, able to drain for up to seven emotes until the individual is weakened to the point of death from hypothermia. 

- Direct touch must be maintained at all times in order for the spell to functionIf the direct touch is broken at any time within the spell’s charging or its maintenance, the spell will cease, leaving it at the effect of the last emote. The Witch would have to rechannel her frost in order to drain again after the initial spell fails or is successful.

- This will grant a Witch one OOC day of mental reprieve, leading them to feel some comfort and security as if they were with their coven. Their hunger will be satiated for the next two OOC weeks, though this may not act as a substitute for consuming flesh for long periods of time and cannot be enacted as a way of feeding exclusively. Energy gained has no mechanical benefit. 

- Should the Witch perform this subsequently after two OOC weeks to satiate their hunger, the next use will only grant one week of reprieve, and the third will not satiate any of her hunger. This can only be reset by then hunting and feasting on a male Descendant. 

 

 

Example Emote

Spoiler

CHANNELING EMOTES 

[1] The witch’s eyes would emit a soft blue glow as she angrily attempts to grab onto the incapacitated man’s forearm. 

[2] Her nails dig into his skin just a tad as she hastily clenches her grip upon him. The woman bends over and places a foot on his chest to keep him down. 

[3] A thin layer of ice would grow between the two’s tightly pressed skin, protruding only slightly out around her palm. 

 

MODIFIER EMOTES 

[1] = [4]  The ice would take on a similar glow to her hand.. The forearm would grow a frost nipped white as she sapped heat from his being, channeling through the ice and into her palm. 

[2] = [5] As she continued to drain him of heat, the skin would then begin to grow blue around the contact area, and his arm would grow coldy frost nipped white… small ice crystals would condensate on his skin as it grew dramatically cold, perhaps a cold shiver would run through his entire being as his forearm initially was ‘numb’. He would now begin to ache of being cold and moderately frostbitten. The witch letting out a sigh of slight relief as it satiated her mental reprieve mildly 

[3] = [6] The whole arm would now grow frostbitten and light blue as the small ice crystals garnered all over his limb.  The initial contact point grew a deep blue as it was frozen completely solid and was severely frostbitten now.  

[4] = [7]  The frostbite would reach up towards his shoulder & through blue cracks and veins. The witch seemed quite pleasantly satisfied and satiated as a wicked smile ran over her thin lips to reveal her razor sharp teeth. The witch pulling off contact with his arm as blue wisps of heat seemed to pull in towards her hand, the contact area a bluish black as it seemed almost shriveled and decrepit now. 

 

 

Tormented Cooking [Non-Combative]

Fjarriagua are able to weave their magic into the food that they create in order to ensnare their prey and control them through their stomachs rather than their minds. 

 

Mechanics and Redlines

Spoiler

- A Witch may choose to combine certain descendant ingredients and mix it with other ingredients such as Witch Blood in order to formulate this Tormented Cooking. 

- The effects of each form of Tormented Cooking is based off of the ingredients infused in that food. 

- Using different parts of the male descendant will yield different effects in consuming the food.

Mortal Teeth - Mortal Teeth used in a recipe will cause the consumer’s teeth to fall over the course of the first day, before sharp and jagged teeth begin to grow upon the second. Upon the third day, the teeth will fall out and regular teeth will grow back. These offer no RP advantage.

Mortal Eyes - Mortal Eyes used in a recipe will cause the consumer’s vision to fade over the curse’s duration, unable to see more than five meters in front of them for half an OOC day, as if they were within an intense snowstorm. 

Mortal Flesh - Mortal Flesh used within a recipe will cause the consumer to have an intense craving for mortal flesh above all other foods and delicacies, unable to look at fresh blood or an injury without intense cravings for the curse’s duration. 

Mortal Ligaments - Mortal Ligaments such as ears, toes, fingers, or noses used in a recipe will cause the respective ligament of the consumer to freeze over and fall off, before regrowing over the course of the next day.

Mortal Blood - Mortal Blood used in a recipe will cause the consumer’s blood to become sluggish and slow down, whilst also becoming cold. This results in the individual’s movement becoming sluggish as well as they are overtaken by a light chill.

-  Tormented Cooking does not require ST signage in order for it to used in roleplay.

- A maximum of 3 items may be made per OOC day. 

- The ingredients used must come from a male descendant. 

- In each cooking product only a maximum of two ingredients can be used. 

- All the effects of the Tormented Cooking will only last a maximum of three OOC days, or a Holy mage can purge the effects prior to that as well. 

 

 

Example Emote

Spoiler

Tormented Cooking Example

[1] The Witch resigned to the brewing table, bringing a hand aloft to a bottle full of descendant teeth. Her scraggly finger pushed within the glass and retrieved a few teeth within her palm and began to slowly grind them.

[2] Upon grinding the teeth to a fine dust, the Witch brought a knife to her palm and sliced upon the surface level of her skin, a small grimace coming to her features. She held her hand above the wooden bowl which held the tooth dust and allowed her sludge-like blood to slowly pour within. 

[3] Utilizing a wooden tool, she mixed the mixture together as she muttered a slew of off-handed incantations underneath her breath as the mixture came to be a final product. With that, she added the mixture to a pastry and readily began to plate it- the cooking being ready for delivery. 

 

Mortal Eyes Condition

[!] The man squinted into the distance before him, the sound of somebody echoing his name several meters away from him. The individual was a complete blur as he stumbled forth, barely managing to make out the features of the approaching friend. 

 

 

General Witch Redlines and Clarifications

Spoiler

- Witches are locked at the Physical Strength they had upon their cursing, at most being at the strength of an olympic athlete of their respective race, that is unless they pick up something such as a Void Magic, which would override this strength and reduce them to the strength of Void Mage. They will still feel exhaustion from overworking themselves. Being within a hot or dry environment will render them incredibly weak, at about half their regular strength at the very least.

- Witches should not be engaging in slice-of-life or romance roleplay. Their entire lives are centered around their hate of mankind and desire for its destruction. Unless these actions directly bring them towards their prey and their goal, they would not dare seek to consort with a mortal merely for ‘fellowship’, as they are not but tools or food. Poor roleplay quality in this manner can potentially result in the Witch being disconnected or their CA even denied.

- Witches cannot conceive children, as they lack the physical capability or desire to do such.

- Witches constantly face an incredible amount of mental detriments, and will never be able to merely “soldier on” past these struggles. Witches would be roleplayed as incredibly roleplay conflicted, and while they may be able to maintain a brief facade whilst in disguise, hints should obviously be given of their troubled mental state. 

- Witches face exhaustion from Ice Conjuration and Manipulation much like a Voidal Mage, this being additionally exhausting if the Witch is not within a frozen environment. While in a frozen environment, the Witch would be less exhausted, as the ice is much more like an extension of themselves while in that region, though they would still become tired after several casts depending on their tier. Other non-manipulation spells are limited per encounter.

- Regular Witchdom takes up [3] magic slots. They may not learn any holy or deific magics, nor may they practice soul-altering arts such as Mysticism or Naztherak.

 

 


 

Frost Mothers

 

Physical Description

Frost Mothers are usually created via Sabbath of Devotion, then when it is over the former Witch will be transformed into complete ice, skin hard and compacted like rigid ice with weakened bones structured from Cursed Ice. Their heartbeat completely stops along with breathing as they reach near dangerous temperatures. Their eyes also forever blue now even through disguises and when in Banshee form, instead of emitting a light blue, their eyes would be a deep blue. Her skin as well would always be undisguisable, even through charms, as the temperature of her skin would remain noticeably cold. 

 

The main duty of a Frost Mother is to grant the curse to new Witches and foster the growth of her Coven. With each cursing, the Mother will find that the process takes a toll upon her physical being. As she draws upon a chunk of her own witch essence within each cursing, the Mother loses a part of herself gradually over time. With each new Witch cursed, the Mother will find her skin to wrinkle, her hairs integrity falling through and becoming frazzled and thin, and her once proud posture giving way to a dull hunch. Despite the curse immortalizing the Fjarriagua, as the Mother sacrifices a chunk of her own essence with each curse - she will find herself withering away. 

 

Guidelines and Tips 

Spoiler

- The Mothers possess a certain azure glow to their eyes, and often are seen adorning long robes of cursed ice, and an echoing, prideful nature to their voice in Banshee form - all of which are STRICTLY aesthetic. 

- Mothers experience the effects of aging and withering with each new daughter. 

- A Frost Mother must emote the effects of Motherhood and the undisguisable nature of her eyes and skin following her ascent into Motherhood.

- A Frost Mother’s heart rate is slow to the point of being undetectable, and their blood is incredibly sluggish if not completely frozen, unable to bleed from cuts and the like.

 – Mothers retain the brittle properties of their form, though to kill a Mother the process is deliberate and they will not die from common wounds nor from bleeding out. 

- Examples of killing a Mother would include: sufficient blunt damage to shatter the Mother, setting her on fire, decapitating her, or removing her frozen heart.

-Frost Mothers cannot wear full-plate armor as their physique is as impaired as a Voidal Mage, and may only use light gambeson or half-plate.

 

 

Mental Description

A shift in mindset occurs upon the Witch taking her devotion to the next level in order to become Mother. Upon taking the role of Mother, the well-being of the Coven becomes the single most important aspect of a Mother’s life. She often will find herself devoting many hours to the Coven, fostering the growth of the Fledglings and Witches alike and protecting her daughters should they ever come into harm's way. The Mothers act akin to mentors and teachers and aid in the growth of the Witches in the Coven and unite the Sisterhood among a unified coven with Sabbaths and the like. Similar to a descendant mother, a Frost Mother strives to protect her children and can be driven into dangerous rage should her family come to be harmed. 

 

Guidelines and Tips

Spoiler

- Mothers have a certain duty to protect all Witches, which comes to be of more importance when it pertains to Witches of her own Coven and bloodline. 

- Mothers are plagued by anxious and paranoid thoughts, stuck in a constant state of worry for her daughters, yet this state of mind is momentarily satiated by feasting. 

- It is common for a Mother to become enraged if a Witch is placed in danger, and should she be harmed or killed, the corresponding Mother can fall into a state of depression and force herself aloof for weeks. 

- Should a Mother find herself abandoned by her Coven or without a flock of Witches to guide, she will find herself to be depressed and gradually lose her boons as a Mother. 

 

 

Mother Abilities

The Frost Mothers possess an arsenal of abilities to guide and protect her kind, allowing herself to foster their growth and assert herself when necessary. 

 

Mother’s Aura [Non-Combative]

This is a constant, passive ability of Mothers to soothe and calm the Witches around her in a non-combative situation. Any overwhelming, daunting aspects of Witchood are subdued for the time-being and the Witches are provided respite when near their mother. 

 

Mechanics and Redlines

Spoiler

- This ability is a double-edged blade, while pacifying and giving her Witches peace, it can cause a sense of unsettling chill towards nearby non-Witches.

- This ability cannot be suppressed in Banshee Form, but when in a disguise, a Mother may toggle this ability on and off within [1] emote, and it will have a [7]  block radius effect.

- The sensation towards non-Witches has no combative purposes but has an internal chilling effect, causing an anxious pit at one’s stomach. 

- This cannot be suppressed in the Banshee form of a Mother, but can be toggled in a disguise. 

- The Mother must emote some kind of “tell” when toggling this ability in a disguise. 

 

 

Emote Example

Spoiler

Toggled in Disguise

[1] The elfess clasped her hands together, the edges of her lips twitching in a series of involuntary movements. Her eyebrows knit together in momentary focus, before inhaling deeply in a relaxed manner as her visage resumed the priorly neutral expression. 

[!] Within moments, all descendants within a close radius of the elfess would experience a dull sensation of frigidness at their core. In contrast, all nearby Witches would be overcome with a sense of tranquility and peace.

 

 

 

Maternal Instincts [Non-Combative]

Frost Mothers find themselves to be spiritually in tune with the essence of the curse and are able to sense any nearby sources of Fjarriagua Magic. 

 

Mechanics and Redlines

Spoiler

- A Mother can sense things like other disguised Witches, a nearby Altar, a Coven spot, or an enchantment/cursed ice. 

- A Mother is able to see through any illusions upon enchantments and can instantly recognize an Altar should she come into physical sight of the Altar.

- A Mother can only sense a source of power but not the exact direction or position, i.e, no meta-gaming exact disguises or Witch identities. 

- This only functions at a radius of 15 blocks, and may not metagame far-off enchantments or Altars, only when they are in close parameters and are in physical sight. 

 

 

Emote Example

Spoiler

[!] The high elf enters through the grand, double-door entry of the castle, booming music and the echo of chatter prominent within the room of the ball. Upon the Mother entering the room, an innate sense of a source of Witch’s power tugs at her internally, though she is unable to discern the direction of the source. 

 

Mother’s Sacrifice [Non-Combative]

A Mother serves the Coven as her primary responsibility and will give up anything for her Witches. As a testament to this devotion, she will take the ailments of her daughters upon herself to protect the future of the Coven. 

 

Mechanics and Redlines

Spoiler

- In the span of five emotes, a Frost Mother is able to transfer the wounds of her daughters unto themselves in a form of protection and preserving their lives. 

- With the use of conjuring frost, the Mother is able to directly embed their magic and frost into their wounds and slowly ‘pull’ the wounds away from the injured Witch.

- Meanwhile, the wounds will slowly transfer unto the Mother performing the spell and the injuries will remain the same and shall experience a similar level of pain in accordance to the injury. Similarly, the entire process of transferring the wound is entirely excruciating for both parties, however the healed Witch is spared from these ailments following the process. 

- The Frost Mother must follow in accordance with the entirety of the five emote process and it can only be performed when out of combat with the Mother’s complete focus. 

- A Frost Mother may not absorb the wounds of a dead Witch in an attempt to return them, nor can they use it for missing ligaments or ligaments. 

- Should a Mother take a fatal wound knowingly from a Witch, she takes on the PK clause. 

- A Mother can only take one wound from a Witch at a time, and this process can only take place on Fjarriagua. 

 

 

Emote Example

Spoiler

[1] The anguished cries of the Frost Witch echoed throughout the halls of the Coven as her Mother rushed to her side, kneeling beside the injured Witch. She brought one of her hands to clasp upon the Witch’s, while the other moved to gently hover over the large gash in her side. 

[2] The Frost Mother inhaled deeply, her glowing gaze slowly tearing away from the eyes of her daughter as her other hand began to manifest a stream of snow from her palm. Her opposite hand maintained her grip and tightly squeezed her daughter’s hand.

[3] The frost quickly began to embed itself within the crevices of the wound, causing a tight seal to form between the Mother’s hand and the wound. This would cause a sharp pain in the woman’s side as the snow gradually took hold of the wound and condensed atop it.

[4] Within the next several moments, a ‘pulling’ sensation was to be felt as the snow upon the wound began to flake away from the outer parts all the way inwards. As each chunk of snow flaked off, it became apparent that the wound was healing - meanwhile, extreme pain would thrum throughout the Mother’s body as the transfer took place.

[5]  The Mother’s screams stretched throughout the halls of the Coven as the image of the gash took hold upon her side and she fell back in agony. Her hand released her daughters as she collapsed upon her back, her hands moving to her side as the open gash on her side began to bleed, meanwhile the once injured Witch lay upon the table weak, yet healed. 

 

 

Mother’s Rage [Combative]

In a time of great anguish and panic, a Mother may undergo this process in an attempt to save their daughter’s life in a combative situation.

 

Mechanics and Redlines

Spoiler

- Mother’s Rage culminates in the form of a storm that the Mother unleashes in a course of four emotes. Often this storm that explodes out from the epicenter, which is the Mother, is often not something she consciously performs but as a result of seeing one of her daughter’s in danger. She is capable of suppressing the urge to do so if necessary.

- The severity of the storm is entirely dependent on the environment of the Frost Mother when unleashing her rage upon the aggressors. 

- Should she find herself in a snowy region, the storm will take place in a 15x15 radius around the Mother with descendants being exceptionally sluggish and even developing frostbite with prolonged exposure to the storm and limiting their vision to a meter around them, though are still able to see around them.

- Should she find herself in a non-snowy region, the storm will only be in a 10x10 radius around the Mother, and will experience mild sluggishness due to the storm. The limitation of their vision is extended to two meters away from themselves and frostbite will not take place even in prolonged exposure. 

- Descendants within the storm must emote the sluggish effect upon their actions and the increased difficulty to be agile or dodge attacks. 

- Emoting frostbite and extreme effects is up to the opposing party’s discretion depending on the length of their exposure. 

- Upon exiting the storm, the effects of the storm will immediately fade and the radius and effects of the storm is entirely dependent on the environment.

- The storm can be upheld for a maximum of six emotes in a non-snowy region and up to twelve emotes in a snowy region. Upholding this spell does not require complete concentration unless they are in an especially dry/warm climate, however should the Mother be maimed in any considerable manner, the storm will come to an immediate stop. 

- Following the end of the cast, the Mother will be completely drained and fatigued and will be barred from casting for the rest of the OOC day. 

 

 

Emote Example

Spoiler

[1] The Witch Mother steps forth, rooting her feet into the frigid ground below as her glowing, cerulean gaze begins to glow.

[2] Her palms rise to the sky as a series of several clouds begin to gather above the Mother, an overwhelming chilling sensation filling the region nearby the Witch.

[3] The clouds begin to tremble as the winds begin to pick up, and within the next few moments an onslaught of snow and small pieces of ice hail down from above. 

[4] The Witch exhales shakily as her palms remain raised up to the skies, her focus completely set upon the clouds as the storm fully thickens and the vision of all non-Witches becomes obscured.

 

 

Charmcrafting [Non-Combative]

Mothers may use their power of Charmcrafting to give themselves and their daughters an advantage in acclimating themselves into society and ensuring their safety. 

 

Mechanics and Redlines

Spoiler

- Charmcrafting begins at the Altar in which the Mother brings a trinket to begin the process of imbuing their essence into the charm. 

- To begin with the next step, the Charm often requires materials from Descendants ranging from their bones or their skin to determine their effects, in a similar fashion to Tormented Cooking. 

- These charms come with the main function of capitalizing on and heightening the natural abilities of the Witch and allowing themselves to blend in within society and minimize their weaknesses away from the Coven. 

Bone Charm - When a Witch strays far from her Coven she may feel anxious and paranoid from straying from their protection. Through the use of grinding up the bone dust of male Descendants, they can be imbued into the gem of a small ring to provide a faint aura of comfort.

Teeth Charm - Upon ascending into Witchhood, the sharper their teeth become in aid for hunting and become easily noticeable. An amulet decorated with the teeth of male mortals along the chain, the pendant can be imbued at the altar to provide an illusionary disguise to conceal the teeth. 

Skin Charm - As Witches are more susceptible to heat and fire, they can fall dizzy or unconscious if remaining in a warm region for too long. A bracelet or armband crafted from male flesh, though can be cured to pass as leather, can be imbued at the altar to lessen the effects of common heat and advance their resistance to it, whilst disguising the cold temperature of their skin.

Nail Charm - While Witches cannot indulge upon descendant food, as it tastes like ash to them, in order to further conceal their identities, they may make use of descendant nails in a charm applied to food like seasoning, which allows the Witch to taste its flavor and consume but a few mouthfuls of it before becoming sick.

- All Charms must be worn in order to have any effect. They only have their specific effects when worn by a Witch.

- A Charm must be signed by the ST in order to have any effect. The amount of charms created by each Mother is limited to three.

- The Skin Charm does not provide complete protection, nor will it allow them to cast better in dry/warm climates. 

- New types of charms may be made with a MArt or an addition. 

 

 

Emote Example

Spoiler

[1] The Mother approached the Altar with a silver-lined ring in hand, tightly gripped within her pale knuckles as she exhaled deeply.

[2] She stretched her hands outwards towards the Altar as a deep, cerulean energy began to pour out from her fingertips and into the gem of the ring.

[3] Shortly after, her opposite hand fell to her satchel and retrieved a small sprinkle of bone dust from her side and sprinkled it atop the gem, then imbuing it into the gem.

[4] With that, the energy from the Altar drained away as she withdrew from the Altar with the imbued trinket in hand. She then slid the ring unto one of her fingers, and immediately a sense of comfort and content flooded the woman’s subconscious. 

 

 

 

Cursing of Skoldjier [Non-Combative]

The single most important responsibility of a Mother - to bestow the curse upon other women, to allow them an escape from their reality and accept them into a sisterhood with open arms. 

 

Mechanics and Redlines

Spoiler

- The actual process of cursing the woman is relatively simple, requiring that the Frost Mother places her hand upon the nape of the to-be Witch’s neck, releasing her hand after a few moments to reveal a small, azure ‘bruise’ left behind in the area touched.

- The process is rather painless, though the descendant woman would surely feel something as a chilled, gentle nip or a growing coldness down her back.

- The curse will only work on the back of the woman’s nape, and will only take hold if she offers OOC consent. 

- Following the OOC week after being cursed, the individual is in the Fledgling state and should they OOCly reject the curse, the curse will not take hold on the person. 

- If the individual is to progress to the next tier, the curse will become irreversible. 

- The curse will reject any male Descendants from being cursed.

- This spell can be utilized while the Frost Mother is in her disguised form.

-Mothers aren't required to put said fledgling under their TA once transformation is completed, and a willing witch/player with a valid TA may instead put them under their guidance.


Emote Example

Spoiler

[1]  The mother would extend her hands out to wrap around the crying woman in a consoling hug, though little to the girl's surprise the mother would reach a hand up to gently run a hand up her nape. A deep, and saddening chill of briskness would run down her spine as she is held within the mother’s grasp. 

 

Cursed Ice [Non-Combative]

The Witch Mother can channel the essence of the Altar and imbue it within their ice to create a much more powerful version of ice for a myriad of non-combative purposes. 

 

Mechanics and Redlines

Spoiler

- A ritual of sorts, which can only be performed out of combat, that a Mother can perform along with other Witches. The amount of Cursed Ice made is dependent upon how many Witches are involved in the creation.

- This piece of ice becomes immune to fire or heat and becomes immensely difficult to break through normal means, taking the durability of steel or stone. 

- It can be utilized for MArt enchantments, certain tools or weapons, or the creation of an Altar. Should a Coven wish to make any type of tools or weapons with the Cursed Ice it requires ST signage to be valid. 

- Cursed Ice must be made at an Altar, done by the Witch conjuring ice and then weaving their own magic into it, giving it a darker blue shade, if not purple even. 

- Cursed Ice and it's conjuration acts the strength ranging from stone (when conjured for anything larger than what may be worn upon one's person), to a high-carbon steel (when used for items wearable or equip-able on ones pesron)
- Cursed Ice may be used for construction or MArt creations
- Cursed Ice may not be enchanted without MArt usage
- Cursed Ice for greater usage (builds, or manipulating so), requires RO permission to use. If there is no RO on tile, it refers to ST to attain approval. Cursed Ice Structures may not be requested to be built by world team or ST. 
- Cursed Ice is immune to mundane or alchemical flame, though magical flame of any kind would affect it as if it were normal ice.

- This ice cannot be made during combat nor used for combat purposes on its own.

- Cursed Ice may only be made in the quantity of (1) sole item as it is a excruciatingly draining procedure for both the Frost Mother and any aiding witch.

 

 

Emote Example

Spoiler

[1] The Witch Mother joined hands with two fellow witches, as the trio gathered and approached the Altar carefully. Simultaneously, a small spherical ball of ice was placed atop the Altar and the three Witches narrowed their gaze upon the sphere.

[2] The atmosphere of the room near instantly changed as the presence of the Altar was felt, causing a sense of warmth and belonging to the Witches within the room, and the orb began to shake and tremble.

[3] The outer shell of the ice began to seep arbitrary amounts of blue energy as it slowly began to peel. Meanwhile, the three Witches maintained their intense focus upon the ball of ice as it began to shred its outer layers.

[4] Within a few short moments, the atmosphere of the room returned to its normal sense and the ball of ice upon the Altar emitted a sharp cold sensation, possessing a much sharper blue color than any normal piece of ice, whilst also possessing much stronger physical qualities akin to a rock. Three pieces of Cursed Ice remain to be present atop the Altar, ready to be utilized.

 

 

General Mothers Redlines and Clarifications

Spoiler

- Mothers will always act in the best interest of the Coven, even if this action has them go out of their way or is not beneficial. They are selfless when it comes to other Fjarriagua, and ruthless against descendants who seek to harm their daughters or other Witches. A Mother would never kill a Witch unless it is absolutely necessary, and will, more often than not, punish her in some way, such as through the Sabbath of Locking. They would always be ready to bring a Witch back into the fold if true repentance is shown.

- Witch Mothers are incredibly weak physically, and would rather stay inside their Coven in order to support her daughters, relying on Coven members to bring her food and materials for her Sabbaths. In the event a Mother leaves the Coven, she will almost never go alone, and will often accompany herself with at least one of her daughters to ensure her safety.

- Motherhood is to be roleplayed as a great sacrifice taken by the Witch for the betterment of the Fjarriagua as a whole. It is not an ‘endgame’ for Witches, and is rather humbling as opposed to exalting, the Witch seeing themselves as called to take on a great sacrifice for their race.

- Mothers face less exhaustion from using Ice Conjuration and Manipulation than regular Witches, though overuse will still obviously yield exhaustion, which can be far more detrimental to the Mother due to her frailer form. When in a frozen environment, they are a force to be reckoned with, though obviously not omnipotent, still facing severe exhaustion drawbacks from overuse. When in a non-frozen region, she will have a harder time casting and be significantly weaker in terms of her ability to conjure new ice. Abusing this is powergaming and eventual fatigue must be emoted. 

- Mothers must be active within their Coven unless a proper hiatus is addressed to the Witches of the Coven and the ST. While a particular day limit is not set, if a Mother continuously fails to be active, the Witches of that Coven may speak with the ST regarding the replacement of a new Mother, resulting in the former Mother losing their Motherhood and a new Mother being made from one of the Coven’s Witches. One cannot do something such as logging on once every couple weeks and be considered active, but significant progress and interaction of a Mother with her Coven must be evident.

- Witch Motherhood takes up [5] magic slots. 

 

 


Tier Progression

The tier progression for Witches follows the usual progression for a five tier scale, however beginning from a tier 0 state known as a Fledgling. The progression of a Witch begins with their transformation from a Descendant into a Frost Witch, and should a Witch wish to devote herself completely to the Coven she will ascend to the final tier of becoming Frost Mother. 

 

Fledgling State

The Fledgling state is the mark of the beginning of the transformation process for a Frost Witch immediately beginning after she is cursed by her respective Frost Mother. Immediately following the curse, a bluish bruise will begin to form upon the nape of her neck known as the Witch’s Mark. As the curse begins to process, teeth will begin to emerge from her gums, her old ones falling away in a painful process as sharp, jagged teeth quickly push through the flesh. Simultaneously, her hair will begin a bleaching process, quickly losing all hue or color as it falls to a grey or even an entirely bleached white. As the process concludes, the skin of the Witch will darken into a bluish hue and her eyes will brighten into an icy blue color, unique from any natural eye color known to Descendants. 

 

The physical transformation isn’t the only process that takes place during this period as her mental state and her point of view begins to alter entirely as well. The most notable of these changes is her change in perspective towards society and men in general as a deep hatred for them begins to grow within her. Moreover, depression quickly begins to set in and it is not uncommon for many Witches to suffer from bipolar disorder and even paranoia. Any previous male relationships, including familial relationships, will begin to thin out for the Witch as she often will pull away from the relationships she made prior to the Curse, being drawn to live a solitary life with her Coven Witches. 

 

Guidelines and Tips

Spoiler

- This stage lasts for a full OOC week following the day in which they are cursed. The transformation is gradual and takes place over the entire OOC week, with the changes mentioned above transforming the Witch slowly during this period.

- Within the first day the Witch Mark will fully form, through the third day the razor sharp teeth will have completely grown in, then through the fifth day the hair of the Witch will alter to a pearly white. Finally, in the final days of the transformation her skin and eyes will complete the process and transform the woman into a full fledged Frost Witch.

- Should the player OOCly not give consent to the curse, the curse will fail to take hold upon the woman and any and all effects will find themselves to wither away. 

- A Witch’s mindset will completely transform during this period as she will draw away from civilization and choose to find respite among her Coven sisters.

- A Fledgling has no access to any of the Frost Witch abilities and merely experiences the physical and mental transformations. 

-Fledging state occurs prior to the CA acceptance. Once this period is done and the person agrees to become said creature, the CA is created. 

 

 

Tier One

This tier begins following the end of the transformation of the Witch. At this point, the curse has completely taken hold upon the woman’s soul and she has lost all rites of mortality and can begin harnessing the boons of Witchdom. The Frost Witch at this point will have the same physical appearance as any other Witch and their mental state will continue to deteriorate at the same rate. She will be closely drawn to her Coven and scarcely search for comfort outside of her Mother and the Witches within the Coven. 

 

Guidelines and Tips

Spoiler

- The Frost Witch will gain the ability to cast Frost Disguise, Ice Conjuration, and Ice Manipulation. She may only manipulate up to five meters of ice in a non-combat environment. The combative abilities she has access to are ice projectile and ice weapon, though her projectiles may only reach a maximum of five inches in length and the maximum size of the weapons they may conjure is a dagger. A tier one Witch may not cast in any hot/dry climates and any non-combative abilities are unable to be refined to any great degree. 

- A tier one Witch may only cast ice weapon once per encounter or ice projectile up to twice per encounter. Following the combative encounter they will be severely exhausted and must regain her strength before the next encounter. There is no limit in the maximum number of uses for Frost Disguise, though disguising more than twice in the span of an OOC hour will cause a severe headache for the Witch. 

- The Witch’s hunger will begin to tempt her as she begins the necessary rule to adhere to the Feeding guidelines for Witches as her obsession for raw meat begins to grow. 

- This tier lasts for a total of two OOC weeks beginning immediately after the transformation of the Fledgling is complete and Witchdom may not be reversed at this point. 

 

 

Tier Two

At this stage, the Witch is merely manifesting her powers and experimenting with the new abilities that become possible at this stage of Witchdom. Moreover, the past abilities learned of manipulation and conjuration become more feasible for the Witch as she is able to manipulate ice and snow with more ease. Her contempt for mortals, including both males and females, continues to grow as her comfort and contentment grows among her Witches. 

 

Guidelines and Tips

Spoiler

- A tier two Frost Witch gains access to Frost Cursing and Frost Coagulation at this stage. Her Ice Manipulation grows in strength as she is able to manipulate up to ten meters of ice in a frozen non-combat environment. She gains access to Ensnare as well as being able to conjure projectiles up to seven inches in length and weapons up to the size of a shortsword. A tier two Witch is greatly limited in hot/dry climates as they must emote six additional times to conjure ice. Non-combative abilities at this point are slightly more refined and may alter them into simple shapes but are still jagged and lacking smoothness. 

- Tier two Witches may cast ice weapons or projectiles three times per encounter, or Ensnare once or twice. Additionally, Frost Cursing may be casted once per encounter or Coagulation may be casted twice per encounter. Exhausting any of these spells to their maximum will cause great fatigue and drain the Witch for the remainder of the OOC day. Frost Disguise has no limit in its number of uses, but disguising more than three times in the span of an OOC hour will cause severe headaches

- The temptation to feast on male descendant flesh continues to grow as she now needs to constantly fight the urge to devour the men around her. She may control this urge for a certain period of time but eventually must give in to the temptation in order to sustain herself.

- Following the completion of tier one Witchdom, this tier begins and lasts a full three OOC weeks. 

 

 

Tier Three

Both in a physical and mental sense, the Witch has transcended completely into Witchhood. Any ties to her mortal life would have completely been severed at this point and can only find fulfillment and relief in working for her Coven. A sense of entitlement and superiority fills the Frost Witch at this point in the process as she finds any mortals beneath her and worth nothing else but a means to preserve her survival. 

 

Guidelines and Tips

Spoiler

- The Frost Witch will now gain access to Tormented Cooking and Conjure Hoarfrost. Similarly, the Witch at this point is adept in Ice Manipulation, able to manipulate fifteen meters of ice in a frozen non-combat environment and gains access to Frost Layer and Frost Dome. She is able to conjure projectiles up to ten inches, weapons up to the size of a longsword, and the dome able to withstand four blunt hints before shattering. Any casting done in dry/hot environments requires four additional emotes to be performed and most conjured ice being significantly weaker. Non-combative ice manipulation becomes much more refined at this point and can manipulate more complex shapes in their creations.

- A Witch no longer is limited in the number of weapons or projectiles they may conjure per encounter and Ensnare may be casted two or three times in an encounter. However, a dome may only be created once per encounter, Frost Cursing twice, Coagulation thrice, and Conjure Hoarfrost twice. However, maximizing the use for any of the above mentioned spells is extremely taxing. Frost Disguise does not have a limit in how many times it may be cast, however disguising more than five times in the span of an OOC hour will cause severe headaches.

- The temptation to feed on male flesh grows during this stage and likely has already fed on a male descendant by this time. The need to sustain herself passes any importance of the male mortals around her and becomes accustomed to the concept of hunting and tricking men for her own needs. 

- Following the end of tier two, tier three will last a total of five OOC weeks. 

 

 

Tier Four

 

At this point in Witchdom, the Witch has found her place in the Coven and affirmed herself of the role that she has to fulfill. They are completely devoted to the Coven’s cause in mind, body, and soul with complete dependency on the Coven and the rest of their Witches. Mortals have lost any meaning to a Witch at this point in Witchdom and often are used only as pawns or means of survival. 

 

Guidelines and Tips

Spoiler

- The Frost Witch will now gain access to Frost Touch as her newest and final ability of Witchdom. At this point, the Witch has mastered Ice Manipulation to its extent, able to manipulate twenty meters of ice/snow around them in a frozen non-combat environment and having access to all combat ice manipulations. Their projectiles, weapons, and domes all having reached their respective, maximum extents noted above. Four additional emotes are still required to conjure in a dry/hot climate and there is no limit to the detail they can include in their non-combat ice abilities.

- Their ice manipulation  are no longer limited in their casting while in a frigid region, though when in a non-frozen region conjuration will still remain to be exhausting and players must roleplay the fatigue. Frost Cursing may be cast three times per encounter, Coagulation three times per encounter, and Conjure Hoarfrost three times per encounter as well. As normal, reaching maximum use will cause major fatigue for the Witch and severe headaches. Frost Disguise has no limit in its maximum number of uses though disguising more than five times in the span of an OOC hour will cause a splitting headache.

- The Witch is able to suppress her obsession with raw meat, though must comply to the Feeding guidelines set for Witches in order to avoid rabidity and eventually starvation. Though her mental state is completely compliant for Witchhood, she is able to manifest emotions and assimilate herself within society as if a descendant woman. 

- This tier lasts for a total of six OOC weeks but all Witches are locked at tier four unless they choose to completely devote themselves to the Coven and are honored to ascend to the highest rank, being Motherhood. 

 

 

Tier Five

Should a Witch choose to leave behind any mortal remanence of her past self and completely devote herself to the Coven and to the will of the Witches, she will ascend to Motherhood. She will become entirely changed both in her physical state but also mentally as she becomes completely attuned to Witchdom in every conceivable way and performs every action in service for Witch kind.

 

Guidelines and Tips

Spoiler

- A Frost Mother gains access to all abilities that come with Motherhood as listed above but must be taught each ability by another Mother, as is true for all other Witch abilities. She may now manipulate up to thirty meters of ice/snow around them in a frozen non-combat environment. However, they may not cast under any terms in any hot/dry climates and even will begin to melt if exposed to such climates for a prolonged period of time. 

- The Mother exceeds all other Witches in terms of mastery, able to cast ice manipulation and ice conjuration an unlimited amount of times per encounter and all other combat abilities up to five times per encounter. Frost Mothers, due to their altered physical form, fatigue at a much slower rate in frozen regions and may evade exhaustion for a lengthier period of time, though are not immune to such a drain of their energy. They do not have a limit on the times they may cast Frost Disguise, though disguising more than five times in the span of an OOC hour will induce a moderate headache. 

- A Frost Witch may only ascend into Motherhood should they undergo the Sabbath of Devotion performed by two other Mothers. Any mental ailments now shift towards concern and paranoia for her Coven and any Witches she may have under her wing. She also undergoes a complete physical transformation as she commits herself to the cause and loses all semblance of her physical descendant form. 

- Mothers may attune new Witches. 

 

 


Witch Death & Resurrection

The Fjarriagua are unable to be brought back via the Monks in the Cloud Temple due to their accursed souls and wicked origin. The common resurrection of a Witch is rather simple in the fact that should the Witch meet her end, her soul will automatically be pulled back to her Coven’s Altar. Over a certain period of time, the Witch will slowly reform at the Altar through a chunk of ice nearby in which she will emerge from it akin to a cocoon. Similarly to other deaths from descendants, she will wake up in a daze and will fail to remember the contents of her death or any events leading up to her death. Other than slight fatigue and confusion, the Witch will be completely healed and will emerge from the ice as new.

 

A Witch’s resurrection is not always so simple because in certain cases a ritual must be undertaken in order to bring back the supposed Witch. Certain manners of death will cause this to occur such as an overtly brutal or grotesque murder such as a Witch’s head being decapitated from her body, or even being burnt alive will cause this to occur. Another cause of this death is when the Witch’s heart is deliberately expelled from the Witch’s chest and shattered, causing her soul to be shattered and unable to be brought back through normal means. Thus, fueled by hatred the soul will exist as a mere phantasm and roam the realm, unable to interact with the world around her and even lacking the ability to speak. Naturally, her soul will be drawn to the Altar at which her soul is bound and may only interact with her sisters there, attempting to alert them to the Altar and begging for the Mother’s mercy. Should the Mother so choose, with the aid of several other Witches, they may perform the Sabbath of Resurrection to return the Witch to the material realm.  Following the sabbath, the Witch will be greatly weakened and will struggle to fight or cast any magic for a short period afterwards. 

 

Mechanics and Redlines

Spoiler

- Should a Witch meet her end through normal means such as being stabbed or bleeding out, her corpse will melt away and sink into the ground below within a day or two, leaving nearly no trace of her corpse. Her soul will automatically reform at the Altar soon after with no further action needed.

- Should a Witch meet her end through abnormal or grotesque means such as her frozen heart being shattered or being decapitated, her corpse will still normally decompose in a quick manner. However, her soul will wander the realm in a phantasmal dream until brought back through the Sabbath of Resurrection. The Witch will not remember any of the contents of this ‘dream’ and will wake with confusion and ache.

- When reforming at the Altar, the Witch will emerge from a chunk of fractal ice beside the Altar akin to a cocoon. She will be completely healed other than minor body aches and fatigue. 

- A Witch will not remember any of the contents of their death or any of the events that led up to their death similarly to a descendant’s death.

- If a Witch does not belong to a Coven currently, she will have no Altar to reform at and will be PK’d. 

- If a Witch is murdered in a grotesque manner, she will remain in the phantasmic state until brought back through the Ritual of Resurrection. 

- Any contents or events that occur in the phantasmic state will not be remembered by the Witch following her resurrection. Moreover, she may not interact with any non-Witches in any manner, and her interaction with the Witches of the Coven is still limited in that regard.

- Witches must adhere to the weakness they feel following the Sabbath of Resurrection and may not cast for full two OOC days following the sabbath, save for their disguise. 

- Witches who are PK’d or starve themselves may not be brought back through the Sabbath of Resurrection in any manner. The Sabbath of Resurrection can NOT bring back PK’d Witches, only ones who die in a manner that was described above. 

 

 


Hibernation

Hibernation is a necessary part of a Witch’s life because of the constant hunger that plagues the Witches of Skoldjier. Thus, if there comes a time where the Witch becomes unable to hunt or she must take an elongated leave, she is able to place herself in Hibernation. This process is able to be performed by the Witch herself without any outside assistance nor any guidance from a Mother, though needs to be taught of Hibernation and how it is to be done before performing it themselves. The Witch must entirely encase herself in ice similarly to a cocoon, one that is akin to the large fractal of ice used for the resurrection of a Witch. Once completely encasing herself in the cocoon, the Witch will fall unconscious and she will freeze entirely in the protected encasing of ice. She will no longer be able to interact with anyone nor can anyone interact with her and she shall remain in hibernation until she wakes up of her own free will. The ice used for the cocoon strengthens over time with the strength of the Altar and will become unbreakable so long as the Witch remains within it.

 

Mechanics and Redlines

Spoiler

- Hibernation can be performed at any tier by any Witch. She must still be taught the process of hibernation by another Witch or her Mother.

- Hibernation is mostly undertaken nearby an Altar and she shall remain undisturbed until she returns as the cocoon becomes entirely indestructible. Should the cocoon be taken or fiddled with, the Witch will become aware of her surroundings and may choose to end her hibernation early.

- A Witch may not interact with the outside world nor may she be interacted with so as long as she is in hibernation.

- As long as the Witch is in hibernation, she does not need to feed and may remain in this state for as long as necessary. However, her feeding state will not reset, meaning if she enters the cocoon with only two weeks left before her next meal, that timer will resume upon her exit of hibernation. 

- Hibernation is used for when the player must go on OOC leave for an extended period of time. In order to preserve the Witch, the player may choose to hibernate until they are able to return to playing the Witch.

- Hibernation may not be used frequently or as means to avoid feeding. Should a Witch go into hibernation, the Witch may not exit hibernation for another OOC week at minimum but the Witch may remain within their cocoon for any period of time.

- Hibernation is strictly non-combative and may not be used to avoid combat or to become immune in any combative scenarios. That said, should her cocoon be found within her hibernation, it is indestructible and the Witch will only emerge from the cocoon with her own free will. A sign must be left signifying the cocoon’s position. 

- Upon the Witch’s return, she may not return to hibernation for another full OOC month as to avoid taking advantage of the benefits of hibernation. Certain exceptions can be made should extenuating circumstances arise that can be presented to the ST. 

 

 

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